This is the personal gaming history of Etelberto Gomes-Montarroyos, student at Full Sail University.
Created by etelberto on Oct 25, 2010
Last updated: 10/30/10 at 11:06 AM
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1. Why was this game important to you? Resident Evil was the first game to scare me. My mom worked at Blockbuster at the time, and was able to rent the game one-week before release. I played it after she got off work. It was two in the morning, and she was laying in bed trying to sleep. I had faced off against one zombie, and had just been scared to death by dogs jumping through the windows (I ran away). She came into the living room and asked me who was there, and who I was talking to. I told her it was the game, and she watched me play the game until five in the morning. 2. From a design perspective, what made this game fun? Resident Evil is a "visit every location" type game. Though fighting the zombies and monsters add tension to the game, most of the fun in the game is from figuring out how to get to the next area. This requires solving (simple) problems, and finding items. There is also an aspect of item management, in that only a certain amount of items can be carried.
1. Why was this game important to you? This was my first RPG. It was also the first game to make me cry. There is an opera scene in the game, that even digitized moved me to feel real emotions that I had never experienced in a game before. The heroes felt real, with their own motivations, and I simply loved their personalities. 2. From a design perspective, what made this game fun? Final Fantasy III is a "visit every location" type game. In combat, the player controls all four team members; proper timing in using them, including waiting for others to be ready to properly execute attack plans is important and can be applied to other parts in life.
1. Why was this game important to you? Megaman 2 was the first game I got that only I played. Other games I had to share with my mom or my brothers, but Megaman 2 was just for me. Years later, I still remember the Bubble Man stage music, and have found several remixes of it that always brings a smile to my face. I'd say that Megaman to me is what Frogger and Mario is to most gamers who started in the 80s. 2. From a design perspective, what made this game fun? Megaman 2 is a "get to the other side," style game. When you get to the end of each level and defeat the boss you gain their weapon. Most of the fun in Megaman 2 is in guessing which boss to use your new powers on.
1. Why was this game important to you? Though I played Bionic Commando in the late 80s, I didn't start having fun with it until a few years later when my brothers came to live with my mother and me (they had been living with their father). Together we worked out the levels, and eventually got good enough at the game to make it to the end. It was a real team effort to make it through the game. 2. From a design perspective, what made this game fun? Bionic Commando is about "getting to the other side." You start on one end of an overhead map, and each point is a stage that you must get through to progress to the other side of the map. The game allows you to select different power ups and weapons, and by going through a level, you learn what items to bring with you. Figuring out how to traverse the levels is what is fun in Bionic Commando.
1. Why was this game important to you? Rygar is a game that I can still talk to my mom about. We would play it together, taking turns when one got tired, or had to use the bathroom. Rygar was a game we shared more than any other game. 2. From a design perspective, what made this game fun? Rygar is a "visit every location game" and requires thorough exploration of its space. From both top down and side scrolling, there are hidden paths that ask you to return later with new tools. The game also has fighting and puzzle solving (in the form of puzzles and clues to finding secrets). Learning to navigate the world and figuring out where to go next is the fun of Rygar.

